When being assaulted, you'll only be able to control yourself.
You can fight back and try to control your emotions, or give in.
But what your attacker/captor does to you is entirely up to them.
It would be nice to hear a bit about the actual game mechanics involved here. If anything, I'd prefer to see an alpha prototype in which the sexual encounters consisted
entirely of a placeholder info-dump.
Entity 216 ("Bandit Lord") [[Male]][[Human]] is attempting to initiate a sex scene with Entity 1 ("Player") [[Female]][[Human]].
Bandit Lord's motives are [[dominance]], [[self-aggrandizement]], [[lust]].
Bandit Lord will become violent if refused. Bandit Lord will slap and spank without asking permission. Bandit Lord will not inflict serious injury on a willing partner. Bandit Lord is not interested in sex with men.
Why? Because this sort of information can guide you towards systems which suit the content that you want to create. Imagine the kinds of gameplay paths that might be involved in the preceding scenario:
Imagine that you wanted to implement some or all of the options that I've described above. What sort of game mechanics would you need? A Gamebryo-style dialog tree probably wouldn't be sufficient for a "Persuasion" or "Seduction" minigame. You'd want something which was either heavily text-focused (e.g. an immediate shift into a Visual Novel clickthrough dialog with clear decision-points, so that you can build up the setting and tension) or something which eschews text altogether (like the conversation wheel in Oblivion) so that the player is free to fill in the missing details based on context and imagination.
As an example, you might use a set of static 3dCG images, or brief looping animations (3-5 seconds each). We start off with a neutral scenario (e.g. both characters standing in the Bandit Lord's bedroom and talking). Button prompts appear, in the style of a rhythym game or QTE. If the player succeeds in matching buttons then the looped "talking" animation will shift to one in which the player character stretches provocatively and winks at the Bandit Lord. If this continues, then the PC's "prefered scenario" will play out: the player character performs a striptease, pulls the Bandit Lord into bed, and a vigorous workout ensues. If the player screws up then the NPC's scenario plays out: he menaces her, he tears off her clothes, he tosses her to the floor and fucks her roughly.
There are a few important design factors to consider here:
- to what degree you want to incorporate difficulty into sexual encounters
- is the player character expected to be a TES/Fallout-style pseudo-silent protagonist? Is it appropriate to give them specific dialog responses in a sexual context, or do you think that this would interfere too much with immersion (the latter is definitely a risk - for instance, the player character announces that "I love taking it up the butt!" but the actual player is grossed out by anal stuff).
- how many decision/interaction points do you expect to include per sexual encounter?
The biggest reason that I'd recommend a "placeholder" approach to sexual content is that players
will focus on whatever you include. If you show them some hastily-assembled 3dCG sets then they'll say to themselves "this looks like Poser porn from ten years ago.
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." And they're right! Unfortunately, you've spent hours on those CG scenes; you're inevitably going to be disappointed if nobody seems to appreciates your work. Meanwhile, the other aspects of your game (e.g. combat system, world map, AI, NPC interactions, etc) will be neglected because you're trying to upgrade the artwork in order to impress the audience.
Instead, show them how sex fits into your world. Let them see the reasons
why characters in your game are interested in sex (e.g. [[lust]], [[companionship]], [[boredom]], [[payment]], [[revenge]], [[procreation]], [[fantasy]], [[humiliation]]) and some of the kinks (e.g. [[likes to be tied up]], [[slightly bi-curious]], [[won't fuck on the first date]], [[has a foot fetish]], [[uses magically-powered sex aids]], etc). Let people figure out what kind of characters they might create and how they might fit into your world.
You can then write some quest or storyline content, culminating in a few placeholder sexual encounters. After playing a beta for fifteen minutes, there's a decent chance that a player will either run into a keyword that they find intriguing, or just be impressed by the
variety of planned content. Once you've got people hooked, they're more likely to contribute (in the form of content, useful feedback, or even monetary donations) because they want to see the game fulfill its promise.
At that point, you can take your time. Find out which types of sexual encounters are most interesting to yourself (and your audience) and develop appropriate gameplay mechanics to realize them. Create some art, or ask for fanart submissions, or develop an in-engine cutscene system (with the knowledge that you can always upgrade the visuals later on). Fill in a few of the story-critical sex scenes while leaving most of it as placeholders (and also adding new placeholders as you grow the game world). Gather feedback and keep iterating.
If you rush to create gameplay mechanics and visuals
first (because you want to deliver a playable alpha build), then there's a risk that these elements will become "sticky" - you'll build up a lot of code and content on top of your initial mechanics. Eventually you realize that the early mechanics are inadequate (for instance: they allow femdom, but they can't handle guy-on-guy interactions). Then, you're forced to either abandon some of your planned content, or put development on hold while you try to repair the old code.